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After over a decade of bringing you the latest Diablo news and builds, DiabloFans will be shutting down on March 21st, 2019.On this date, we will archive the site in an effort to preserve the history. Thanks for your patronage throughout the years.

One of the things that I really enjoy in games is a robust crafting system. And the upgrading of gems in D3 is one of those systems. However it stops short of being a real end game system. So here are some ideas for new gems, a new gem quality, a Kanai’s Cube recipe, a Ring, and a Legendary Gem that could all be added in a single update and would give us something new to strive for.

"You know, there is nothing in the world quite so perfect as jewels.
They have color, size, shape... transparency."

--Covetous Shen

I know this isn't perfect and that Blizzard probably won't see this or even care about what I have to say but I like doing design exercises like this as part of my hobby of board/card game design and hope that it at least stirs the imagination.

Diablo II

In Diablo II we had all of the standard gems that we see in Diablo III. However we also had two additional gems, well one gem and the skulls of some demonic creatures, that could that could be socketed. And I think it is time that we see these added to Diablo III.

Here are the stats from Diablo II

Sapphire

Sapphires are gems, and are socketable items. They are blue.

Like all other Gems, Sapphires give bonuses that are related to their color. The Blue in Sapphires signifies the Elemental power of Cold. In Weapons and Shields it adds bonuses related to cold, and in helms and body armor it increases mana, which is also associated with the color blue.

Weapons: Adds Cold Damage

Shields: Adds Resistance to Cold

Helms and Body Armor: Adds to Maximum Mana

Skull

The skulls of some demonic creatures, inscribed with eldritch symbols, are said to work much like gems.

Weapons: Adds Mana and Life Steal to attack

Shields: Adds attacker takes damage

Helms and Body Armor: Adds Mana and Life regeneration

Diablo III

In Diablo III, there are five different types of gems:

Amethyst (Life, Life per Hit or Vitality)

Emerald (Gold Find, Critical Damage or Dexterity)

Ruby (Experience Gain, Damage or Strength)

Topaz (Cost Reduction, Thorns Damage or Intelligence)

Diamond (Cooldown Reduction, Elite Damage or Resistance)

They come in ten levels of increasing quality (Regular, Flawless, Square, Flawless Square, Star, Marquise, Imperial, Flawless Imperial, Royal, Flawless Royal). They are free to put into and remove from sockets. Alternatively, if the item itself is no longer needed, it can be salvaged, and gems will be returned to inventory free of charge. You may upgrades gems through interaction with Covetous Shen, a jeweler. He will combine gems. Picking up a gem also picks up all other gems of any type within 20 yards.

And here is what I propose for Diablo III

Sapphire

Helm: Maximum Resource

Weapon: Attack Speed

Other: Armor

Skull

The skulls of some demonic creatures, inscribed with eldritch symbols, are said to work much like gems.

Helm: Life Regeneration

Weapon: Crit Hit Chance

Other: Movement Speed

Peerless Royal Gem

One new gem quality could be added beyond Flawless Royals that would also add a cumulative effect to any slot. This quality would be known as the Peerless Royal Gem.

Amethyst

Helm: +23% Life

Weapon: +28000 Life per Hit

Other: +280 Vitality

Peerless: +3% Arcane Damage

Diamond

Helm: Reduces cooldown of all skills by 12.5%

Weapon: Increases damage against elites by 20%

Other: +78 Resistance to All Elements

Peerless: +3% Holy Damage

Emerald

Helm: 41% Extra Gold from Monsters

Weapon: Critical Hit Damage Increased by 130%

Other: +280 Dexterity

Peerless: +3% Poison Damage

Ruby

Helm: Increases Bonus Experience by 41%

Weapon: +270 Damage

Other: +280 Strength

Peerless: +3% Fire Damage

Topaz

Helm: 12.5% Reduced Resource Costs of Skills

Weapon: +38000 Thorns damage

Other: +280 Intelligence

Peerless: +3% Lightning Damage

Sapphire

Helm: +23% Maximum Resource

Weapon: Attack Speed increased by 10%

Other: +280 Armor

Peerless: +3% Cold Damage

Skull

Helm: +12.5% Life Regeneration

Weapon: Crit Hit Chance increase by 5%

Other: +5% Movement Speed

Peerless: +3% Physical Damage

Kanai’s Cube

Here is a new recipes idea that could be used to combine seven different Peerless Royal Gems into a new Prismatic Gem that could only be socketed into Weapons.

Shen's Prismatic Gem: a new cube recipe that requires all seven different Peerless Royal Gems and 50 forgotten souls into a new Prismatic Gem.

Prismatic Gem

The gem would be randomly generated and could be

Two random effects from this list

+270 Damage

+28000 Life per Hit

+38000 Thorns damage

Critical Hit Chance increase by 5%

Critical Hit Damage Increased by 130%

Increases damage against elites by 20%

Attack Speed increased by 10%

Two random effects from this list

+3% Arcane Damage

+3% Holy Damage

+3% Poison Damage

+3% Fire Damage

+3% Lightning Damage

+3% Cold Damage

+3% Physical Damage

"I could not believe my own good fortune, from the moment I found the ring abandoned

on the forest trail until the time it was stolen from my quarters in Caldeum."

-- Covetous Shen

Stolen Ring

Stolen Ring was a legendary ring in Diablo III. It required character level 8 to drop. In patch 2.4, it was removed from the game and replaced with Band of Might. It was the only ring that could increase Gold / Health Globe pickup range. It also rolled 5 primary affixes.

I would like to suggest that it be returned to the game.

Properties:

+9–10% Extra Gold

One of 3 Magic Properties (varies):

+18–23 Dexterity

+18–23 Strength

+18–23 Intelligence

Increases Gold and Health Pickup by 1–2 Yards.

+3 Random Magic Properties

"Oh, perhaps it was a jewel that fell from the sky. Did you ever consider that?"

-- Covetous Shen

Shen's Delight

I would also like to suggest that Shen’s Delight be finally added to the Legendary Gem pool.

Shen's Delight was a Legendary Gem in Diablo III, scheduled to be added in patch 2.1.2 or 2.2.0. It could only be socketed into Amulets and Rings, and dropped from Greater Rift Guardians. It was cut from release for unknown reasons, its graphics used for Boyarsky's Chip with minor modifications. Its effect is partially reminiscent to Molten Wildebeest's Gizzard.

It granted the Nephalem an absorption shield whenever they received overhealing (healing while already at full Life) through Life per Hit and Life per Second, up to a percentage of their maximum Life. Other sources of healing would not contribute to this shield. Upgrading increased the maximum shield capacity.

The rank 25 special property for this gem is unknown.

Due to its powers, this gem would have been a potent way to increase one's Toughness while sacrificing as little in damage or other stats as possible; given enough ranks, a hero could have had a great degree of health that most others could only dream of having.

This gem would have been the sixth Legendary Gem to be purely defensive in its effects.

Sometimes an Idea comes to me and I just can't stop typing... I hope you enjoy this idea I had for Bottomless Potions. Feel free to comment and post your own ideas. Perhaps Blizzard will read this and give us the power creep we need to feed our D3 addiction.

=D13=

Blizzard! Steal This Idea! -- Bottomless Potions

In games such as Diablo III the game is constantly being updated to include upward shifts in power for the characters so that each season allows players to attain previously unreachable goals. This is important in keeping players engaged and in providing the players with new rewards for that engagement. So with that in mind I present to you the following proposal for the advancement of potions in in Diablo III.

Inventory: Equipped legendary potions take up a space in your inventory. My first proposal would be to remove the need to keep them in your character inventory. Once equipped they would exist in the interface bar and could be swapped from that location with other potions.

Legendary: Here is a summary of the existing Legendary Potions that are available in Diablo III. These potions have a 30 second cooldown, a required level of 61, they are account bound, and they are unique equipped.

Teleport to another location based on missing health. Results may vary.

(30 yards at 50%)

"It heals you, it helps you resist damage, and it cures warts!"-Royal Apothecary Jentulf, presenting his newest creation to the king.

Ancient:These potions are legendary and should also have a chance of dropping as ancient items. Here is a list of how I would change the potions as ancients. They would also count an an ancient item for LoN set.

Instantly restores 80% Life

Bottomless Potion of Kulle-Aid

Burst through Waller walls for 8 seconds.

Bottomless Potion of Mutilation

Increases Life per Kill by 80000–100000 for 8 seconds.

Bottomless Potion of Regeneration

Restores extra 150000–200000 Life over 8 seconds.

Bottomless Potion of Rejuvenation

Restores 20-30% of your primary resource when used below 50% Life.

Bottomless Potion of the Diamond

Increases Resist All by 100–200 for 8 seconds.

Bottomless Potion of the Leech

Increases Life per Hit by 30000–40000 for 8 seconds.

Bottomless Potion of the Tower

Increases Armor by 20% for 8 seconds.

Bottomless Potion of Amplification

Increases healing from all sources by 40–50% for 8 seconds.

Bottomless Potion of Fear

Fears enemies within 18 yards for 6–8 seconds.

Bottomless Potion of Chaos

Teleport to another location based on missing health. Results may vary.

(40 yards at 50%)

Primal: The standard primal ancient is marginally better than a regular ancient and rather than create another list of increased numbers it might be better if it increases the amount healed to 100% and restores 100% of your primary resource. .

Instantly restores 100% Life and Primary Resource.

Kanai’s Cube:

Here are a few new recipes that could be used to combine, empower, and augment legendary potions.

Jentulf's Purification: a new cube recipe that requires a legendary potion (and some amount of resources) to have a chance to improve a legendary potion to Ancient or Primal ancient.

Jentulf's Inferno: a new cube recipe that requires a legendary or ancient potion and one Leoric's Regret one Idol of Terror, one Vial of Putridness, one Heart of Fright, and 10 Forgotten Souls. This will add this hellfire affix to the potion.

Chance on use to engulf the ground in lava, dealing 200% weapon damage per second for 5 seconds (8 seconds for Ancient).

Jentulf's 's Confidence: A new Cube recipe that requires rank 30 Legendary Gem, a legendary or ancient potion, and 3 of a flawless royal gem. Provides a bonus when equipped.

Amethyst: +10% Life.

Diamond: Reduces cooldown of all skills by 6%.

Emerald: +20% Extra Gold from Monsters.

Ruby: +20% Experience. (2% at level 70).

Topaz: Reduces all resource costs by 6%.

Jentulf's Experimentation: a new cube recipe that requires a legendary potion (and some amount of materials) to create a new potion. The new potion will be a random legendary potion and has a chance to come from this list of experimental bottomless potions.

Bottomless Potion of Reaper

Health globes restore 25–30% of your primary resource for 5 seconds.

Bottomless Potion of the Nemesis

Shrines and Pylons will spawn an enemy champion for the next 5 seconds.

Bottomless Potion of the Wind

Gain a 25–30% chance to Knockback on Hit for 5 seconds.

Bottomless Potion of Thorns

Gain a 25%-30% increase in Thorns Damage for 5 seconds.

Bottomless Potion of Asheara’s Command

Your followers come to your aid for 5 seconds.

Bottomless Potion of Aughild’s Defense

Reduces damage from elites by 7-10% for 5 seconds

Bottomless Potion of Repercussion

Gain 15-20% Area Damage on Hit for 5 seconds.

Bottomless Potion of Vaxo’s Haunt

Summons 2 shadow clones to your aid for 5 seconds.

Bottomless Potion of Halcyon’s Ascent

You mesmerize nearby enemies causing them to jump uncontrollably for 5 seconds.

Jentulf's Concoction: a new cube recipe that requires two legendary potions (and some amount of materials) to create a new potion that hat has both legendary affixes. Potions could be combined a single time and must be of like types (Legendary or Ancient). Augmented potions will lose their augment when combined. Combining an Ancient and Primal potion will result in the combined gem retaining its primal bonus.

"Well, I had to test it on someone, didn't I? You're all just jealous!"-Royal Apothecary Jentulf at his trial, just before sentencing.

Cosmetic Changes

I have seen it suggested on some forums that an affix could be added that changed the appearance of the user in some way when the potion was triggered. Personally I would love to see an aura of some color added to the character when the potion was in effect. Maybe you could place the potion in the dye panel of the enchanting interface and select a color for that potion so you could customize it a tiny bit.

EXAMPLES

Ancient Bottomless Hellfire Potion of Regeneration and of the Leech

Instantly restores 80% Life.

Restores extra 150000–200000 Life over 8 seconds.

Increases Life per Hit by 30000–40000 for 8 seconds.

Chance on use to engulf the ground in lava, dealing 200% weapon damage per second for 8 seconds.

Primal Ancient Augmented Bottomless Hellfire Potion of Fear and of the Diamond

Instantly restores 100% Life.

Fears enemies within 18 yards for 6–8 seconds.

Increases Resist All by 100–200 for 8 seconds.

Chance on use to engulf the ground in lava, dealing 200% weapon damage per second for 8 seconds.

Reduces all resource costs by 6%.

“In my workshop, when one sees liquid in a bottle, logic dictates that it is something beneficial. But bottle logic is wrong! My genius has transcended the beneficial. Now, I ride the waves of chaos. Chaos!”— Royal Apothecary Jentulf, in his final letter to the Society of Apothecaries, before his disappearance.